We are Living in a Material World
As modern game engines and shaders move towards physically based rendering and game world fidelity becomes more impressive, traditional content creation workflows must transform to keep pace with demand.
Substance Painter offers a material and procedural approach to texturing, offering much higher degrees of speed, ease, and flexibility. The authoring process becomes more technical and organized from a higher-level, while becoming less demanding for both on the lower-level.
The challenge is to seamlessly incorporate the Substance workflow into our existing pipeline, so we can better harness latest commercial technology to deliver impactful AAA visuals. In exploring Substance Painter and Designer, I created multiple production level assets with varying levels of complexity, while devising roles for both programs in the pipeline.